Difference between revisions of "Arma 3: Debug Console"

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(Configuration: order, BE)
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=== Configuration  ===
 
=== Configuration  ===
The console is automatically available in missions running from editor. If mission designer wishes to enable it elsewhere, he can achieve it using following [[Description.ext]] param:
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The console is automatically available in missions running from editor. If mission designer wishes to enable it elsewhere, he can achieve it in in one of the 3 ways:
enableDebugConsole = 1;
 
Values:
 
*0: Default behavior, available only in editor
 
*1: Available in SP and for hosts / logged in admins
 
*2: available for everyone
 
  
Alternatively, you can add ''"\a3\functions_f\Params\paramDebugConsole.hpp"'' [[Arma 3 Mission Parameters|mission parameter]], where server host / admin can set whether he'll allow debug console. The parameter has priority over the description.ext attribute.
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* Using following [[Description.ext]] param:
 +
<syntaxhighlight lang=cpp>enableDebugConsole = 1;</syntaxhighlight>
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<blockquote><u>Possible values</u>:<br>0 - Default behavior, available only in editor<br>1 - Available in SP and for hosts / logged in admins in MP<br>2 - Available for everyone</blockquote>
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* Using Eden attribute <tt>Debug Console</tt>, available in <tt>Attributes -> General -> States -> Debug Console</tt>
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* Using mission config param. You can add ''"\a3\functions_f\Params\paramDebugConsole.hpp"'' [[Arma 3 Mission Parameters|mission parameter]], where server host / admin can choose whether or not he'll allow debug console.
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==== Order of Precedence ====
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# [[Arma 3 Mission Parameters|mission parameter | Mission param]] is checked
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# [[description.ext] param is checked
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# [[Eden]] attribute is checked
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==== BattlEye Filters ====
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Debug Console uses [[Remote Execution]]. If you wish to exclude Debug Console execution from BE Filters, add this to your <tt>remoteexec.txt</tt>
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<code>!"bis_fnc_debugconsoleexec \[[0-2],\{.*\}\]"</code>
  
 
=== Features ===
 
=== Features ===

Revision as of 14:13, 28 April 2017

Arma 3 logo black.png0.54 Configuration in Take On Helicopters differs, Mission Editor: Debug Console (Take On Helicopters)


Debug Console is an editing tool giving designer ability to check various states and execute custom code on fly.

Debug Console in pause menu
Debug Console in editor

Access

While playing a mission from the editor, the console is immediately available in pause menu. In old 2D editor map screen, you can open in by clicking on "Debug Console" button or using Ctrl+D shortcut. In Eden editor it is available under Tools -> Debug Console.

Configuration

The console is automatically available in missions running from editor. If mission designer wishes to enable it elsewhere, he can achieve it in in one of the 3 ways:

enableDebugConsole = 1;

Possible values:
0 - Default behavior, available only in editor
1 - Available in SP and for hosts / logged in admins in MP
2 - Available for everyone

  • Using Eden attribute Debug Console, available in Attributes -> General -> States -> Debug Console
  • Using mission config param. You can add "\a3\functions_f\Params\paramDebugConsole.hpp" mission parameter, where server host / admin can choose whether or not he'll allow debug console.

Order of Precedence

  1. mission parameter | Mission param is checked
  2. [[description.ext] param is checked
  3. Eden attribute is checked

BattlEye Filters

Debug Console uses Remote Execution. If you wish to exclude Debug Console execution from BE Filters, add this to your remoteexec.txt !"bis_fnc_debugconsoleexec \[[0-2],\{.*\}\]"

Features

  • Expression field
    • Value is saved when console is closed and restored again upon return
    • The expression can be executed by one of the following buttons:
  • 4x Watch field
    • Value is saved when console is closed and restored again upon return
    • When code is taking too long to evaluate (>0.003s), the background turns orange and the value is not saved
  • Buttons (all of the close the pause menu and open some another window)

Profile Saving

The debug console automatically saves each field as you go, Even after game restart. These can also be access using profileNamespace getVariable with the following code:

  • Expression Field

profileNamespace getVariable "rscdebugconsole_expression";

  • 4x Watch Field

profileNamespace getVariable "rscdebugconsole_watch1"; profileNamespace getVariable "rscdebugconsole_watch2"; profileNamespace getVariable "rscdebugconsole_watch3"; profileNamespace getVariable "rscdebugconsole_watch4"; Using the same variables you can also clear or change the fields.


See Also